package game.actor
{
	import engine.asset.*;
	import engine.graphics.shader.*;
	import game.asset.*;
	
	public class RxCharacterPartsTable
	{
		private var m_shaderFamily:RxShaderFamilyBase;
		private var m_skeletonURLs:Array;
		private var m_animationURLs:Array;
		private var m_meshURLs:Array;
		private var m_textureURLs:Array;
		
		public function RxCharacterPartsTable()
		{
			this.m_shaderFamily = null;
			this.m_skeletonURLs = new Array();
			this.m_animationURLs = new Array();
			this.m_meshURLs = new Array();
			this.m_textureURLs = new Array();
		}
		
		public function LoadFromXML(param1:XML) : void
		{
			var _loc_2:String = null;
			var _loc_3:String = null;
			var _loc_4:XML = null;
			var _loc_5:XML = null;
			var _loc_6:XML = null;
			var _loc_7:XML = null;
			for each (_loc_4 in param1.skeleton)
			{
				
				_loc_2 = _loc_4.@name;
				_loc_3 = _loc_4.@url;
				this.m_skeletonURLs[_loc_2] = _loc_3;
			}
			for each (_loc_5 in param1.animation)
			{
				
				_loc_2 = _loc_5.@name;
				_loc_3 = _loc_5.@url;
				this.m_animationURLs[_loc_2] = _loc_3;
			}
			for each (_loc_6 in param1.model)
			{
				
				_loc_2 = _loc_6.@name;
				_loc_3 = _loc_6.@url;
				this.m_meshURLs[_loc_2] = _loc_3;
			}
			for each (_loc_7 in param1.image)
			{
				
				_loc_2 = _loc_7.@name;
				_loc_3 = _loc_7.@url;
				this.m_textureURLs[_loc_2] = _loc_3;
			}
		}
		
		public function SetShaderFamily(param1:RxShaderFamilyBase) : void
		{
			this.m_shaderFamily = param1;
		}
	}
}